inIimbo Posted June 6, 2019 Share Posted June 6, 2019 my supermutants wont shoot specific guns, they just stand their.they can shoot with just about anything except when they spawn with a tri beam laser or a homemade assult riffle(PN weapon i think). anyone able to walk me through fnvedit or the geck ill gladly fix it myslef, preferably with help... Link to comment Share on other sites More sharing options...
inIimbo Posted June 7, 2019 Author Share Posted June 7, 2019 i have figured out how to add weapons to the supermutant FormID list in FNVedit but they still wont fire the tri beam laser or homemade assult rifle???despite adding them to the list..... Link to comment Share on other sites More sharing options...
dubiousintent Posted June 7, 2019 Share Posted June 7, 2019 I'm not a modeller, but I would suspect they do not have an animation for those weapons which conforms to their "type". (Pretty sure they are considered a "creature" rather than an "NPC", but haven't looked it up.) Have you looked at the "Custom NPCs", "Animations", and "Weapons" sections of the wiki "Getting started creating mods using GECK" article? -Dubious- Link to comment Share on other sites More sharing options...
KiCHo666 Posted June 7, 2019 Share Posted June 7, 2019 Anything with AI that is not an NPC in game is a Creature.Creature's ability to use different weapon types is tied to the animations (.kf files) available for creature for said weapon types.I did see Super Mutants use Hunting Rifles in NV, but can't say I saw them using assault rifles. FO3 SMs could use Assault rifles, Aks, tri beam lasers (At least, the Overlord type SM could use them), so maybe those animations are not available in NV.Try giving them Carbine rifle or Marksman rifle. Link to comment Share on other sites More sharing options...
inIimbo Posted June 7, 2019 Author Share Posted June 7, 2019 i have had them spawn with both those weapons and many others and successfully use them, its just the tri beam laser they cant seem to shoot if there is no way to fix it id settle for just removing their ability to spawn with the weapon all together, if anyone knows how to do that? Link to comment Share on other sites More sharing options...
inIimbo Posted June 7, 2019 Author Share Posted June 7, 2019 I'm not a modeller, but I would suspect they do not have an animation for those weapons which conforms to their "type". (Pretty sure they are considered a "creature" rather than an "NPC", but haven't looked it up.) Have you looked at the "Custom NPCs", "Animations", and "Weapons" sections of the wiki "Getting started creating mods using GECK" article? -Dubious- Link to comment Share on other sites More sharing options...
inIimbo Posted June 7, 2019 Author Share Posted June 7, 2019 im checking it out, im new too this so its a bit overwhwlming, especially with whats called what, sometimes the naming doesnt make sense to me. Also properly saving my changes. i suspect i can fix it in the level lists? i think thats a thing but iv only been able to find the form id lists for supermutants so far. i feel more confident using fnvedit but i will use the geck if i have too Link to comment Share on other sites More sharing options...
inIimbo Posted June 8, 2019 Author Share Posted June 8, 2019 in FNVedit under broken steel > Leveled Item > DLC03Supermutant4WeaponGun in their i can see this? DLC03CondTribeamLaserRifleSM [LVLI:09003712] if i change this will it change their ability to even have the weapon? Link to comment Share on other sites More sharing options...
dubiousintent Posted June 9, 2019 Share Posted June 9, 2019 "[LVLI:09003712]" is a specific leveled list, which contains the "DLC03CondTribeamLaserRifleSM" weapon record. The "mod index" of "09" (in the "09003712") indicates it is the tenth plugin in your "load order". (The first plugin is mod index "00" and is always the Fallout.ESM file.) The "DLC03" prefix to the record name indicates the weapon (mesh and texture) is in a mod related to the "Old World Blues" DLC (the third one to be published). But it is not part of that DLC itself as those lists and weapons are prefixed with "NVDLC03". So I would look for that list in the plugin at "mod index 09" (which is probably "Broken Steel" from what you said). I'm guessing the "SM" suffix to the record is indicating it is scaled to fit the "SuperMutant" but I can't check it out as I don't have that mod. So, if you create a "patch file" that removes that record from that Leveled List, you should indeed make the weapon not spawn with them. It will not prevent them from attempting to "pick one up" if they find it lying around, nor from spawning if it is in another Leveled List. (See 'Spawning modded items' under the "Scripting" section of the wiki "Getting started creating mods using GECK" article.) -Dubious- Link to comment Share on other sites More sharing options...
inIimbo Posted June 10, 2019 Author Share Posted June 10, 2019 "[LVLI:09003712]" is a specific leveled list, which contains the "DLC03CondTribeamLaserRifleSM" weapon record. The "mod index" of "09" (in the "09003712") indicates it is the tenth plugin in your "load order". (The first plugin is mod index "00" and is always the Fallout.ESM file.) The "DLC03" prefix to the record name indicates the weapon (mesh and texture) is in a mod related to the "Old World Blues" DLC (the third one to be published). But it is not part of that DLC itself as those lists and weapons are prefixed with "NVDLC03". So I would look for that list in the plugin at "mod index 09" (which is probably "Broken Steel" from what you said). I'm guessing the "SM" suffix to the record is indicating it is scaled to fit the "SuperMutant" but I can't check it out as I don't have that mod. So, if you create a "patch file" that removes that record from that Leveled List, you should indeed make the weapon not spawn with them. It will not prevent them from attempting to "pick one up" if they find it lying around, nor from spawning if it is in another Leveled List. (See 'Spawning modded items' under the "Scripting" section of the wiki "Getting started creating mods using GECK" article.) -Dubious-thank you for your insight, i think i was able to make it so they dont spawn with the weapons anymore, so far i havent seen one with a tri beam laser rifle. so far so good Link to comment Share on other sites More sharing options...
Recommended Posts